Does this happen on mobile, this is more likely to happen for mobile devices...
You can try to take the raw shader code (Shader Pack\Templates\ShaderPack\Shader Raw\Water.ps) and put a precision before every variable or just delete the #ifdef GL_FRAGMENT_PRECISION_HIGH... might help.
If you want to use the Raw shaders, just paste SP_SetReadRawFiles(1) after SP_Init() and copy the raw shader files into the shader folder of your project.

I tested what you said, and indeed, loading the raw shaders and deleting the #ifdef in the water shader fixes my problem!
I'm afraid this is not on mobile, but on a windows 10 machine. Altough this is a Macbook Pro with Win10 installed (no Bootcamp), Maybe that's why I have issues?

Another small question: Do the shaders only work with SP_Light, or also with the AppGameKit build in Sun? If not, do the AppGameKit build in Shadows work with SP_Light?

Most of them are safe to use AGK's Lighting commands in fact I use them too.
SP_Light utilizes AGK's Lighting and for every shader that can't use AGK's light I reconstructed the behavior so you won't get different results between the effects.
But for the Specular, Illumination and Toon shader I had to make customizations, so they need the setup provided by my SP_Light commands.

In AppGameKit Shader Pack\Templates\ShaderPack\Shader Raw you find the unencrypted shader files which you can alter and encrypt again with the tool I made for it, you can find it in AppGameKit Shader Pack\Encryption.
My System searches for encrypted shader files with the .vc and .pc endings by default. You can change that in your project code with SP_SetReadRawFiles(1)
Now try to copy and paste all unencrypted shaders in the projects shader file you are using, althrough you still have the encrypted files in the AppGameKit Shader Pack\Templates\ShaderPack\Shader folder, its best you make a back up of the old files.
Also you might look here
Remember you can always encrypt your custom shader files with my tool

I had this problem, as well. Can you set AppGameKit to always use your GPU card? I use a laptop, and I think to conserve power everything is defaulted to the integrated video card, which is total trash.

I guess thats a laptop problem where AppGameKit thinks it can do proper GLSL but because the laptop don't uses the “real“ GPU it can't handle it.
In detail: GLSL ES needs precisions like lowp,mediump or highp but the normal GLSL in return dont like precisions so AppGameKit tries to detect the GLSL version and confuses the capability of the laptop and leaves the precisions in the shader code.
Sorry for the late reply and the spelling mistakes i'm at my phone and i need to hurry cause it is on 3% battery live

Either you change the settings of your laptop to use the "real" GPU like Golelorn describes(thanks by the way) or you remove the precision modifiers from the shader files, which I don't recommend, but is a good test to identify the problem.

Mine works...
-Do you open the example from "\Steam\steamapps\common\App Game Kit 2\DLC\Shader Pack\Terrain"?
-What graphics card does your rig have? does it even have a dedicated one?
-Programming is all about solving problems and having lots of patience, try and error, again and again. there is no way around it. have some patience with peoples trying to help you.

Icerion that is the same chipset I use on my laptop. To conserve power our laptops are always set to use the integrated gfx card, unless we add programs via the Nvidia Control Panel. I also have to add games that I buy via the same panel or the game runs like trash.

Icerion, your not being patient at all, yoir being very rude and coming over incredibly entitled. To be frank, it doesn't sound like a shader issue, it sounds like your hardware, if your trying to run sophisticated code on very old or low end hardware that's not the shaders fault, and Janbo is going out of his way to help when he's no obligation too, as are others.

Tell you one thing though, if those don't work on your hardware then all the code and shaders you keep asking me to upload for free won't work either.

Yes the default Object shader from AGK.
You don't get around parsing the color data and setting the color vertex attributes accordingly, this is a mesh manipulation task... rather than a shader task.
Not sure if AppGameKit already parses the colors with assimp, but there is the SetMeshMemblockVertexColor command already so you could take that and create your own parser.
In my shader pack in SP_MeshManipulation.agc I have some code to add the color attribute and I think you could insert the parser there too.
(parser is a bit overpowered for only reading some lines with the color keyword/position from a file)
Is there a specific effect you want to achieve ?

First, I love it using the textures you provided. I love the alpha normal mapping. Really makes this shine. I am getting the same FPS with this, as I had with my old shader that had no normal mapping.

Unfortunately, I have run into a few problems, and would really appreciate your time.

I am getting a lot of mixing of the colors. Texture0 is almost always there even when all my colors add to 255. For instance, R-0, G-180, B-75 gives me all 3 textures, instead of 2. When I have the color maxed at 255 there is no blending.

I never went to 255 green on this splatmap - the highest was 179. But I also didn't think I did 255 blue, but blue seems to show a lot more than green.

How are we suppose to make the textures this shader needs? I have tried to use my own textures, and even ones that have alpha in them( if you have Gameguru I tried to use those default terrain images which are alpha blended ). The result is just a brown color. I assume the "alpha trick" is what is causing the problem. Even just a link or the name of what this process is called I can google it on my own.

I also attached the splatmap, if you were curious.

With texture0 and colors_total = 255 - the clear "path" is very high blue.

No texture0

GameGuru textures

Your provided textures with texture0 and all stages, but 4 AKA alpha

Attachments

Good and bad news I guess
-If you set all 4 color channels in your mask texture to 0 you should get the 100% visibility of the Base texture.
-Using the 4 color channels in the mask texture you are able to mix 5 textures as you have 1 base and 4 others textures.
-The order of the textures are important. The first one you pass to SP_Terrain_AddObject() is the Base texture the second is Red in the Mask texture Green is the third and so on (Blue and Alpha).

To create the individual textures:
-You would need to copy the Red channel from the belonging height map into the alpha channel of the texture you want to use.
-So actually, as it uses height maps its not normal mapping anymore, its height mapping or bump mapping in general
-The textures are made by Green7, not sure what tool he used but it should be possible with every decent texture editor.

[Edit]Now saw your mask texture: You have Alpha set to 255, so you will get the last texture(Stone) everywhere[/Edit]

I do the splatmap like this: If you have finished your painting, for example in photoshop, just set the overall transparency of each layer to 1%. It looks like a empty map, but this is how i got it working.

EDIT: For the textures, i need to look at it again, its quite a time since...